10 Chambers is a studio with serious pedigree.

We can’t have this weapon, we can’t have that gadget, he tells me.

But it is a bit limiting.

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We’re not limited by reality, and that’s super nice.

The process for us is not looking at trends in game design, he says.

We’ve been working onco-op first-person shootersfor a while, you know.

Gigantamax Machamp next to a Premier Ball from Pokemon Go.

We don’t want the players to be caught up with that.

It’s all about the mission when you’re in the mission, he tells me.

You create friction within the team if someone’s not interested in collecting that stuff.

Jinhsi standing while two enemies fight the cubes of Jinhsi and Camellya in Wuthering Waves.

They’re going to be at the door waiting for the others.

You experience it together.

It’s important to us that you don’t take the control away from the player.

Den of Wolves interview simon viklund audio director in front of an orange background.

It’s more like you’re walking through it and absorbing it rather than actively looking for it.

It’s a little bit like Succession.

That’s the jot down of story we want to tell, where it’s all corporate greed.

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It’s a little bit like Succession.

But it’s not really about you.

The real story is being told as you see the residents interact.

Den of Wolves cityscape.

They’re your clients, essentially, and they’re competitors.

It shows how s****y people are when they only focus on success.

His answer was succinct.

Den of Wolves three operatives behind shield

We don’t know how to do that, he laughs.

There is going to be a wild amount of weapons, Viklund tells me.

You’re going to be able to be like, oh, I want this with the scope.

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He compares choosing between your weapons to a golfer picking between a putter and a driver.

You’re like, How should I tackle this, what should I choose in my golf bag?

This weapon variety will then work its way into how missions pan out.

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It allows you to decide whether youre keeping distance or are more into close-quarters combat.

As a team, you’ve got the option to decide on different approaches.

Character customization will also play a part in Den of Wolves, but not straight away.

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It’s such a perfect concept, the mask being your identity or hiding your identity.

In a robbery game, obviously, the mask becomes a thing that is your personal expression.

We just need to find out how often we drop these different things and how rare they are.

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you might check out my fullDen of Wolves preview here.

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Live-Service Games

Den of Wolves